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3° Witch Craft: When Ever a Character gains a New level they may

Witches of N'Kai learn one Ritual. Most rituals are self descriptive,and either
summon, bind, or banish particular type of spawn, although others
Setting: are possible. All Rituals take ten minutes per LvL of the creature
Beneath the forgotten ruins of Yoth lies the horrors N'Kai, home to affected and require esoteric ingredients or some form of sacrifice.
the unspeakable Great Old Ones, and their spawn. Only mad men, LvL 1 characters know no rituals.
and seekers of Forbidden lore would dare brave N'kai's endless 3° Lore: PC’s starts at initiate Level one. When ever a character
caverns. defeats a spawn or manges to stealthily study one, they receive a
Character Creation number of Lore Points (LP) equal to the spawn's Level X 100 to be
1) Choose an armor: This gives your PC an armor class (AC) and split amongst the party. If a character's LP exceeds their current level
a movement rate (MV). X 2000 they Gain a level (increasing their SV, and learning a New
Armor AC MV ritual, and possibly their AT.)
None 9 12 Creating Spawn
Leather 7 9 Spawn are created as per the standard Character creation rules
Chain mail 5 6 except as follows: (note that the spawns AC, MV, and Damage are
Plate mail 3 3 the result of their own abilities and not gear)
3°Level (LVL): Spawn may start at any level
Shield -1 -1
6° Name and Describe the Character: Roll 3d4, this is the # of
3° Choose Weapons: Characters start with three weapons or two
letters in the name. Roll !D4 per letter on a result of 1=3 roll 1D20
weapons and a shield
on the consonant table(CT). On a 4 1D6 roll on the vowel table
Weapon Description
7°Powers: Roll one D20 if the result is under the spawn's level roll
Small Weapons 1D4 on the power table and repeat this step
One handed Melee 1D6
2-handed Melee 1D8 # CT Power
Range weapon 1D6 1 B Flight / Hover: May Fly at full Speed
3° Level (LVL): measures the degree of initiation into the dark arts, 2 D Swim / Amphibious: No Swim Check needed
and the ability to defend one's self against unspeakable horrors. 3 F Burrow: May move underground at full speed rather than
4° # of Attacks (AT): At level 1 characters get one Attack a round,
and gain one additional attack every four levels. When ever a
attack
character gains a Level they learn a new ritual. 4 G Frightful Aura: Opponents must check for Moral after
5° Save (SV): This number is equal to a character's LVL +4. When each round or retreat
a Save is called for the player must roll under this # to succeed. 5 H Slick ooze: Lowers AC and Movement of Target by 1 per
This roll may also be made to for actions that are not covered by hit
the Stealth and Stunts Rules, such as picking locks, or conducting 6 J Summon: Summons one level one Spawn per Level of
research.
Spawn each round of combat
6° Name and Describe the Character
7 K Ethereal: Can only be attacked by Rituals and Artifacts
Combat: 8 L Possess: After a successful Hit the Spawn gains control of
0° Hit Points: Before Combat begins each combatant rolls a D8 the character for a # of Rounds = to Spawn's Level
for each level they have and records that number. This is the
9 P Madness: Opponents must Save or go mad when spawn
character's Hit points (HP) for the combat. If character's have not
rested since last combat the previous total is used. is first encountered
0.5° Initiative: After HP are assigned roll 1D20 + AC for each 10 Q Stealth: Initiative always = 10 + AC
character per attack they posses, this is their imitative score. 11 R Poison: If hit an opponent must Save or be reduced to 0
Repeat steps one through three in combat until all combatants are HP
either dead, unconscious, or have retreated. 12 ST Paralysis : If hit an opponent must save or be unable to
2° Attack: roll 1d20. If the score is under your opponent AC + your move for a # of rounds = to Spawn's Level
own level, it’s a hit. 13 T Regeneration: Gains 1 HP per round
3° Damage: When you hit an opponent, roll the damage (D) dice.
Deduces the result from your opponents hit points (hp). When HP 14 ST Blood Drain : If hit an opponent takes 1D6 damage on
are below 1 characters are either unconscious or dead. Spawn following round in addition to normal damage
usually prefer to capture their victims to use as sacrifices. If a 15 V Acidic: Any attack that damages the spawn deals one
combatant reduces an opponent to 0 HP they may make an damage to the attacker
additional attack at the end of the round 16 X Witchcraft : Knows a # of Spells = to it's LV
4° Morale: When a Spawn is outnumbered and reduced to a 17 Z Area Attack: Can Attack all characters in reach
number of hit pints = to their LVL *2 they must check for
18 Th Artifact: uses an Artifact in combat
morale. The DM rolls 1d10, if the result is lower than the spawn's
level they will retreat, unless pursued. 19 ' Pseudopod: Can hold a character after a successful hit
(Roll under AC to escape.)
Adventure 20 ' Ranged Attack: 1D8
1° Stealth & stunts: Actions such as sneaking past a spawn,
swimming, or climbing a rope are easier in lighter armor To preform
such actions roll 1D20 under the character's AC +LVL. The DM add 1 2 3 4 5 6 7 8
modifiers to the number needed before the dice is rolled to reflect A E I O U Y ' '
difficulty.
2° Dangers: If a trap or hazard that would normally kill a man is
Dedication
Witches of N'kai is meant as a tribute to Geoffrey McKinney's
encountered such as a fire or a trap characters must roll a Save or
CARCOSA,, and Nicolas Dessaux's Searchers of the Unknown.
die (Option: Alternatively subtract 1-4 from their level for the
Please follow the links for more information.
purposes of determining Hit points Only for the next few combats.)

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